Super helpful video to get a great overview of the different types of trailers. Quick question, the best type of trailer for a store page (such as steam) is a 'consideration' trailer right? Or would this fall into a different category?
And he’s giving all this away for free lol. Awesome stuff that I’ve never really consciously thought about. Personally I prefer the more “artistic” side of editing trailers, but the marketing/business side is obviously necessary, especially for indies, so this was a cool insight into that
I think the two can live together quite happily, thinking about it this way just creates some constraints and guidelines to start with, and from there you can go wherever you want artistically. I love having constraints, otherwise I'd probably never finish anything ^_^;
This is such a well-made video! Before watching, I was so lost and didn’t know what to put into an announcement trailer vs final trailer. I knew that I wanted to make at least two trailers with different amounts of content, but this video really laid everything out for me. Thank you!
Great video! I learned a lot and got surprised when I discovered that you made the gameplay trailer for Subnautica searching more about you. Keep on the good work!
This video helped me realize that the trailed I made actually contains two trailers! It's an update for an old game, and it starts with the original trailer for the old version, which is then cut-off by the new one, kind of like when you're playing Street Fighter and Akuma invades the screen to become the center of attention. I now understand that segment works best as an announcement trailer, with the rest being a launch trailer. Thank you so much!
finding resources on industry game capture artists and art has proven difficult on the surface but you have served as the white rabbit leading me down the hole!
Because you mentioned supergiants’ games, I find the isometric type of hack and slash really hard to stay invested in when it comes to watching their trailers because it looks static… what do you think is the best way to approach them?
It's tough especially if the art doesn't stand out. My main tip would be to not overstay your welcome. But also, don't be afraid to just say "That's what the game is." If you worry about dressing it up or cutting around it, you could send vibes that you don't think it's very good.
@@DerekLieu also thank you for this background insight, as someone who is making fan trailers based on already made trailers, I’m identifying minute details that differentiate the types of trailers i.e., launch trailer vs story trailer, etc.
I wonder what your ideas are / if people have experimented with a joint trailer, showcasing a bit of story before going for more explanation of the mechanics. Or is it best to just have 2, short and sweet? Thank you for this analysis! (+ the comment about true fans)
When making trailers in a campaign I consider them all to be connected. I like to think they could be watched in order up to release and give the exact information people want to know before release (in the order of their inevitable questions)
Super helpful video to get a great overview of the different types of trailers.
Quick question, the best type of trailer for a store page (such as steam) is a 'consideration' trailer right? Or would this fall into a different category?
For a store page it should be a gameplay trailer which gets to the point starting with the first frame.
I love that you're using the Gamepro review system heads in your graphic. 😄
Chris Zukowski gets all the credit. I just copied him 😂
And he’s giving all this away for free lol. Awesome stuff that I’ve never really consciously thought about. Personally I prefer the more “artistic” side of editing trailers, but the marketing/business side is obviously necessary, especially for indies, so this was a cool insight into that
I think the two can live together quite happily, thinking about it this way just creates some constraints and guidelines to start with, and from there you can go wherever you want artistically. I love having constraints, otherwise I'd probably never finish anything ^_^;
This is such a well-made video! Before watching, I was so lost and didn’t know what to put into an announcement trailer vs final trailer. I knew that I wanted to make at least two trailers with different amounts of content, but this video really laid everything out for me. Thank you!
You’re welcome!
Guy who makes trailers for a living:
"My advice? , you need to be making 5 times more trailers"
(Kidding, great content as always)
Hahahahaha oh god I'd die if I had to make more trailers from a game than I thought possible.
Great video! I learned a lot and got surprised when I discovered that you made the gameplay trailer for Subnautica searching more about you. Keep on the good work!
Thank you; I will! 😃
This video helped me realize that the trailed I made actually contains two trailers! It's an update for an old game, and it starts with the original trailer for the old version, which is then cut-off by the new one, kind of like when you're playing Street Fighter and Akuma invades the screen to become the center of attention. I now understand that segment works best as an announcement trailer, with the rest being a launch trailer. Thank you so much!
Fantastic as always Trailer Academy is my favorite playlist every video is a treat
I really hope you will get more popular, the video was extremely professional.
Thank you very much!
Game-Trailer man has blessed us with his divine knowledge
lol, I wouldn't say divine, but the sentiment is appreciated ^_^
Another great and helpful video!
Content you make shows how much thought goes into just the trailer alone.
Love your explanations! They're sweet and easy to follow!
Glad to hear it!
finding resources on industry game capture artists and art has proven difficult on the surface but you have served as the white rabbit leading me down the hole!
There isn’t a lot about capture online, but this is a good place to start 😄. These days I’m mostly posting on TikTok
Because you mentioned supergiants’ games, I find the isometric type of hack and slash really hard to stay invested in when it comes to watching their trailers because it looks static… what do you think is the best way to approach them?
It's tough especially if the art doesn't stand out. My main tip would be to not overstay your welcome. But also, don't be afraid to just say "That's what the game is." If you worry about dressing it up or cutting around it, you could send vibes that you don't think it's very good.
@@DerekLieu also thank you for this background insight, as someone who is making fan trailers based on already made trailers, I’m identifying minute details that differentiate the types of trailers i.e., launch trailer vs story trailer, etc.
@@MyOnlyFransAccount You're very welcome! That makes me super happy to hear it's helping you understand more :D
Bingewatching these videos!
Haha, thank you! I'm glad you enjoy them :D
I wonder what your ideas are / if people have experimented with a joint trailer, showcasing a bit of story before going for more explanation of the mechanics. Or is it best to just have 2, short and sweet?
Thank you for this analysis!
(+ the comment about true fans)
When making trailers in a campaign I consider them all to be connected. I like to think they could be watched in order up to release and give the exact information people want to know before release (in the order of their inevitable questions)
Some friends of mine actually were telling me about this when they had a 5 week seminar with Chris a few months ago.
I’m not surprised! I learn a lot about marketing from Chris too 😁
Thank you!
Extremelly valuable content, thanks for making this
You're welcome!
Could you possibly make a tutorial on how to convert MKV while retaining 5.1 audio?
I think you can just open mkvs in Audacity. If it squishes them together you can export them one at a time and re-sync them in your editing software.
What's your opinion on only making a gameplay trailer so people aren't confused from an announcement trailer?
@@Reditect it can work great!
The really successful game companies are probably wondering why we are calling it a sales funnel instead of a sales cube
Good video
Can you make a game trailer better in a nonpopular sandbox game? Because a dev made a trailer and wanted to make it better.
Are you asking if I can make a better one or if it can be done at all?
@@DerekLieu Yes, make it better..
Am one of those guys where I hit *every* part of the funnel except the customer part
Haha, I can relate 😂 though my job skews the results somewhat 🤪
@@DerekLieu loll
Vegetta University
lol
the preaching about gatekeeping was distracting, otherwise good vid
But necessary unfortunately